It was in the fall of 2000 when it seemed that every
other press release received was from a wireless or WAP
game developer. Although things have mellowed
considerably since those heady days of wireless game
buzz, optimism for this segment of the industry remains.
The upcoming Game Developers Conference in San Jose will
feature their first Wireless Games Summit. And, earlier
in the month, the Deploying Advanced Mobile
Entertainment Services Conference transpires in London.
With game industry names like John Romero and his new
company Monkeystone Games joining the wireless and
handheld contingent, and social trendspotter Faith
Popcorn heralding "24-tainment: Entertainment as a
drug", that is, consumers needing constant entertainment
from every device, portable games are in the news. In
the March 2002 MIT Technology Review, Nick Montfort, in
his article From Playstation to PC, describes the
popular handheld devices, Cybikos, favored by high
school teenagers as, perhaps, "the new face of video
gaming—mobile, networked, interactive and remarkably
lifelike. More to the point for society at large, its
rapid adoption by a generation of young computer users
may herald aspects of the future of computing in
general…"
In fact, according to the NPD Group, a market
researcher in Port Washington, New York, thanks to the
popularity of Pokémon, portable game sales grew from
$216 million in 1998 to $618 million in 1999. And in
January 2001 there was a considerable amount of buzz
about Microsoft’s possible foray into the handheld
business as rumors of an "Xboy" abounded. For many,
Microsoft is considered something of a bellwether and
whether or not they join the handheld fray could be
indicative of the segment’s future.
A different audience
In October of last year, Ovum, an analyst and consulting
company, released a report reflecting their views on
wireless games, in particular. In Wireless Games:
Playing to Win, authors Rob Gear Roope and Mooka
advised "don’t believe the hype" of wireless gaming
forecasts that have predicted that this market will be
worth nearly $17 billion, approaching the value of the
Hollywood movie industry. In the authors’ opinion, both
technical and cultural barriers must be overcome before
the market really takes off -- and this requires a shift
in mindset. That is, they believe wireless games are not
about bringing mobility to the high-spend, hardcore
gamers. Rather, the real potential lies in bringing
games to social players.
Ian Baverstock of Kuju echoed this sentiment in his
session, "Mobile Phone Games: Where Are They Now and
Where Are They Going?" at GDC-Europe. He assessed that
mobile phone games are not the game industry as most
know it -- mobile phone game designers need even
stronger creative skills and the ability to create for a
different market. As Baverstock made clear, mobile phone
games are not for the hard core gamer, at least not at
the moment. And, certainly a challenge for most in this
industry, games must be created with a female audience
in mind. In Japan, for example, more females than males
play phone games.
The "new" game developers
While wireless and handheld may differ from a consumer
marketing standpoint, for the developers it is the
concept of making games with a short development cycle
and reachable cost, that are also innovative and fun,
that has lured more than a few industry veterans into
portable game development.
G3 Studios, founded by industry veteran Guido Henkel,
creator of Realms of Arkania and
Planescape: Torment,
is just one example of
a developer who, finding it increasingly difficult to
self-finance such endeavors, now specializes in
producing high-quality game titles for handheld
platforms, such as the Pocket PC, Nintendo's Gameboy
Advance, Symbian platforms, as well as the next
generation of Linux/Java-based handhelds, such as
Sharp's Zaurus.
In this environment, developers like Henkel are
finding new direction and inspiration. "
PC
games development has taken on a form that makes it
impossible to create games that are individual or driven
by a certain vision," says Henkel. "At this point,
basically all game companies are owned by large
conglomerates. The companies look at the market, see
what sells, and copy that. It is a very uninspired
approach in which Marketing and Sales people dictate how
the next game has to look like, and the result is the
flood of me-too products we get to see day in day out."
On the other hand, he says, the Pocket PC and
handheld have provided the freedom that he and other
developers have been looking for. "We are financially
independent," says Henkel, "and as a result we can make
our own decisions. We’re nobody’s slaves. The market
itself is also very fresh, which allows us to help shape
the market itself, as well as business practices and
distribution models. Many of the established practices
in the PC industry just don’t work for me because over
time they have become shackles for the industry rather
than beneficial. So, in essence, setting up G3 Studios
allowed us to lay out the rules for ourselves, and go
play."
For Henkel and others, this type of game development
is not about features, selling points, or flashy eye
candy – it’s about creativity.
As Henkel explains, "since you are working with more
implicit hardware restrictions, handheld platforms are a
lot easier to work with. You do not have to take
thousands of potential configurations into
consideration. You have a defined platform and you go
from there. It is much more like console development in
that respect."
He disagrees with the idea that hardware limitations
hamper development. Rather, Henkel expains, "with
200MHz RISC processing power and devices that have 64MB
of RAM and 16-bit color graphic output you can do some
serious processing. Loading times are practically
non-existent and neither are video card inconsistencies.
In a way, it is a developer’s dream that I always try to
compare to the ‘good old 8-bit days,’ only on steroids!"
From a development cycle standpoint, the overall
turn-around times are also much shorter, giving the
developer, in Henkel’s opinion, much more perspective.
It is "unbelievably" hard to remain focused and
energized over the course of a two or three-year
project, he says, while on the Pocket PC, for example,
developers are looking at development cycles of a few
months, "which are fun from beginning to end. It is much
more satisfying that way, which really makes development
a lot easier."
The future of wireless and handheld
So, what does the future hold for developers like
Monkeystone and G3? According to the Ovum report,
consumers will be willing to pay only where they
perceive value and, given those parameter, the company
predicts the wireless gaming market will be worth around
$4 billion by 2006, an amount significantly lower than
some industry expectations.
And, as for the handheld market, in its recently
released report, U.S. Market for Video Games &
Interactive Electronic Entertainment, DFC Intelligence,